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* All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to hit from a solo combo. | * All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to hit from a solo combo. | ||
* The Kaioken enders can be used at any time, even as the first hit, but cannot be followed up. | * The Kaioken enders can be used at any time, even as the first hit, but cannot be followed up. | ||
* | * Enders can be used even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit even with a full team). | ||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=Staled | |||
|damage=600 |guard= | |||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |||
* Using a followup more than once in the string will cause it to be "staled," receiving reduced damage. | |||
* Beside staling, Kaioken followups have 15% minimum damage, excluding enders. | |||
All staled moves deal the same amount of damage, so if you're not planning to mix Kaioken up, there's no reason why you shouldn't just mash L. | |||
In fact, alternating 5S, 5L into L+M into x20 Kamehameha will do less than start with 5S then mash L (1720 compared with 1735). | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Switches sides and wall bounces on hit. | ||
* Very long startup but deals the most damage, albeit not by much. | * Very long startup but deals the most damage, albeit not by much. | ||
* | * Can only be used once per string. | ||
Can be comboed into in the corner with L/M > 5S > 5H. Some characters can also DHC immediately into Kaioken 5H. | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Stands still and shoots a Ki blast forward. | |||
* Common starter from sliding knockdowns due to the short startup. | * Common starter from sliding knockdowns due to the short startup. | ||
}} | }} | ||
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|description= | |description= | ||
* Similar to 5S, but aims diagonally. | * Similar to 5S, but aims diagonally. | ||
* Can only combo into enders. | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=Kaioken Finisher |subtitle=L+M | |version=Kaioken Finisher |subtitle=L+M | ||
|damage=700, 700 |guard=All | |damage=700, 700<br>Min: 105, 350 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Standard Kaioken ender. | * Standard Kaioken ender. | ||
* Teleports to the opponent and is fully invincible on startup. | * Teleports to the opponent and is fully invincible on startup. | ||
* The second | * The second part only come out on hit. | ||
* Can cancel into Kaioken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down. | * Can cancel into Kaioken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down. | ||
* KOing with this triggers a special animation. | * KOing with this triggers a special animation. | ||
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|header=no | |header=no | ||
|version=x3 Kaioken<br>Kamehameha |subtitle=H+S when one team<br>member is down | |version=x3 Kaioken<br>Kamehameha |subtitle=H+S when one team<br>member is down | ||
|damage=250*15 [250*14] |guard=All | |damage=250*15 [250*14]<br>Min: 52*15 [52*14] |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=x20 Kaioken<br>Kamehameha |subtitle=H+S when two team<br>members are down | |version=x20 Kaioken<br>Kamehameha |subtitle=H+S when two team<br>members are down | ||
|damage=250*20 |guard=All | |damage=250*20<br>Min: 47*20 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= |
Revision as of 18:58, 26 January 2019
Goku |
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Prejump: Assist Cooldown:
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Overview
Son Goku (named directly after the Japanese naming of Journey to the West protagonist Sun Wukong) is a martial artist of incredible skill and renown, whose skills only grew stronger after dying at the hands of the villainous Saiyan Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb.
The Saiyan - Early Namek Arc version of Goku flies into Dragon Ball FighterZ as a DLC character. Much like his Super Saiyan counterpart, he is a natural all-rounder with a variety of moves. While he doesn't have his Super Saiyan version's zoning or his SSGSS version's close-range game, he has his own quirks that set him apart from them and make him stand out.
Strengths/Weaknesses
Strengths | Weaknesses |
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|
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Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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2S
2S |
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2SSS
2SSS |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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Specials
Heavy Elbow
Heavy Elbow 236L/M/H (Air OK) |
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Back Throw
Back Throw 214L/M/H |
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Kamehameha
Kamehameha 236S (Air OK) |
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Everyone, lend me your energy!
Everyone, lend me your energy! 214S |
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Spirit Bomb
Spirit Bomb 214S after gathering energy |
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Assist
5LLL A1/A2 |
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Supers
Kaioken
Kaioken 236L+M or 236H+S |
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Super Spirit Bomb
Super Spirit Bomb 214L+M or 214H+S (Air OK) |
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